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spiderwrangler
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by spiderwrangler » Fri Jul 08, 2016 2:49 pm
Don't want there to be unnecessary animosity between players.
I probably fall somewhere between the two of you in terms of motivation. Want there to be building and skill gaining, but also sometimes dangerous challenges to overcome with those skills.
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Kroshav Xjindraakvar, a newly confirmed (probationary) paladin of The Five in Rodgeir's
Tests and Trials
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by WearsHats » Sat Jul 09, 2016 12:08 pm
I'm not saying there's a right way to play the game. I'm saying there's a clash of personalities and approaches between our characters.
I'm sorry I misinterpreted Badge's comment about death threats. And glad to know I was wrong.
I do agree that sitting around reading all the time would be boring (Gabe would be more content, but does still want to do stuff). Thing is that it's taking two of us all day to build a simple steam engine, and that's after we've leveled up a couple of times. Gabe is more cautious and methodical. He wants to build up first.
Good to hear of Sam's character development. Gabe, of course, has been frozen with his nose in a stack of books.
Anyway, I didn't mean to come back and immediately pick a fight. Again, sorry for the misunderstanding and thanks for responding so well.
In other news, my return may be short-lived. I posted a personal update elsewhere.
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by spiderwrangler » Mon Jul 11, 2016 7:25 pm
((you'd have noticed Sam has a tuft and a trickle of blood running down his thigh where he's been stuck. no one who arrived in the fountain room has set eyes on August or Charlie yet.
it'll be his whole turn just to get back there and maybe grab half of that stuff.))
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Kroshav Xjindraakvar, a newly confirmed (probationary) paladin of The Five in Rodgeir's
Tests and Trials
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by WearsHats » Mon Jul 11, 2016 9:31 pm
So, people with working brains... Do we try to talk this thing down? Hitting it doesn't seem to be doing much.
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by Arch Lich Burns » Mon Jul 11, 2016 9:38 pm
Synch: removing tassoes may not work, espessially if I can remove the whole thing.
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Alaen
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by Alaen » Tue Jul 12, 2016 12:21 am
Just to clarify, has it actually attacked any of us so far?
Regardless though, even if talking is an option I'd still prefer to destroy this thing. We'll get a shitload of metal and mechanical parts which we could really use.
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by spiderwrangler » Tue Jul 12, 2016 4:16 am
It mentioned 'punitive measures', but has not attacked anyone yet.
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Kroshav Xjindraakvar, a newly confirmed (probationary) paladin of The Five in Rodgeir's
Tests and Trials
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by WearsHats » Tue Jul 12, 2016 8:53 am
A working guard clank could also be really useful.
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by BadgeAddict » Tue Jul 12, 2016 9:07 am
But we could make this Clank into probably 4 individual clank's for a variety of tasks.... Or even just helpers... Giving us an extra set of hands with our projects.
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by spiderwrangler » Tue Jul 12, 2016 9:55 am
Sam could also get that hug he needs.
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Kroshav Xjindraakvar, a newly confirmed (probationary) paladin of The Five in Rodgeir's
Tests and Trials
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by WearsHats » Wed Jul 13, 2016 11:03 am
Okay, I'm confused. So Sam ducked out of sight, the clank freed itself and retreated, and now... What? It's waiting patiently on the other side of the gate? If so, opening the gate (especially if Sam is the one doing it) seems like a bad idea. If it's returning to its post, then waiting until it's out of sight seems like a good idea. Either way, it seems Sam staying out of sight is both necessary and sufficient. No need to fake his death as of yet. I guess, whichever the case, Gabe's best move is to wait and catch his breath. Ursula asked the right question, Gabe shouldn't exert himself during cooldown, and there's nothing else to do until it's either gone or responds to Ursula, right?
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by BadgeAddict » Wed Jul 13, 2016 11:10 am
but as it backs up/turns around, if it sees august, unless he rips the dart out/cuts off the tassels...he'll get attacked.
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by spiderwrangler » Wed Jul 13, 2016 1:38 pm
It used its entire turn just getting free.
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Kroshav Xjindraakvar, a newly confirmed (probationary) paladin of The Five in Rodgeir's
Tests and Trials
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by WearsHats » Wed Jul 13, 2016 2:18 pm
Can I tell what it's intending to do? Does it look like it's moving away or does it appear to be stopping?
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by spiderwrangler » Wed Jul 13, 2016 7:07 pm
It appears to have given up on getting into the fountain room, and is in the process of backing up, as it is too long to turn around.
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Kroshav Xjindraakvar, a newly confirmed (probationary) paladin of The Five in Rodgeir's
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by BadgeAddict » Thu Jul 14, 2016 7:11 am
I will give "some" credit to Wears on his long term plans by saying that.
The other way to make the beast ours...at least potentially....is spreading Castilina's Domain further out into the castle. And, furthermore, Sam would love to do this, except that no one seems to have had any further interest in it other than adding the Rat/Bee rooms into her abode. As long as great care is taken to make sure that "chomps" domain is continually cut off, so that the two don't have to "fight it out", then it's possible we spread her over to the location of this clankipede and gain it to "our side"...in which, if that happened, would make it a great addition to our defense.
though, it's targeting methods would need to be vastly improved first.
Alaen,
just an idea of course...but if you ran into the sealed room, yanked the barb out/cut off the tassels and throw them on the floor and then duck to one side wall, wait for it to enter and leave again...well, I think we could trap it until we figure out how to deal with it later.
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by WearsHats » Thu Jul 14, 2016 11:19 am
Gabe is definitely interested in expanding. But Castlina needs time to adjust to each expansion, it takes time to make the best of the new rooms (cleaning, repairing, etc), and there's still much to be done in the workshop. He wants (despite the risk that expansion could alter her personality) to expand her control as far as possible. She's the only part of the castle we've found not trying to kill us. He's just slower about it than Sam because he he's cautious and methodical and a builder. Unlike Sam, who is geared more towards exploration and rapid expansion.
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by BadgeAddict » Thu Jul 14, 2016 11:40 am
Did you seriously just take the crowbar?
because, sam was intent on grabbing it and then climbing on the things back and trying to pry up some of its armor...so, unless you're planning on the same..well, can I have it so I can try to kill myself?
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by WearsHats » Thu Jul 14, 2016 12:16 pm
Same rough plan, yes. Details vary, but that's not important. I'd have let you take it, anyway, but you did call dibs. Sorry. All yours.
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by BadgeAddict » Fri Jul 15, 2016 10:07 am
So..tracer...that blows..
What I would suggest is a duplicate of what I did before. August runs to the right and through the gate, the clankipede follows, except now because of the tracer and we slam the gate down on it again, hopefully near the same spot, causing the gate tips to bite deeper into the armor.
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by Alaen » Fri Jul 15, 2016 12:02 pm
Seems I underestimated this thing a bit. Direct combat is basically impossible. If I stay fully defensive I have a decent chance not to take damage, but I can't deal any damage and some damage might still go through if I'm unlucky. This also assumes that what it just did is its only attack.
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by Arch Lich Burns » Fri Jul 15, 2016 12:12 pm
What is in ziou's inv currently?
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spiderwrangler
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by spiderwrangler » Fri Jul 15, 2016 1:08 pm
Arch Lich Burns wrote:What is in ziou's inv currently?
► Show Spoiler
.[tabs:
Gabe (Wears) ]
ATT: 3, on hit has 50% chance to give target -1 DEF next round
DEF:1
HP:9/10
Skills:
- Propellers Level 2: (1d7)
- Steamworks Level 1: (1d5)
- Metalworking Level 5: (1d7 + 1d5)
- Learning Level 5: (1d7+1d5)
- Clanks Level 2: (1d7)
- Botany Level 1: (1d5)
- Optics Level 1: (1d5)
- Cooking Level 1: (1d5)
- Anatomy Level 1: (1d5)
- Clockworks Level 2: (1d7)
- Acoustics Level 1: (1d5)
- Disassembly Level 1: (1d5)
- Stoneworking Level 1: (1d5)
- Woodworking Level 1: (1d5)
Items: (
bold indicates items that are currently equipped)
- GabeÔÇÖs Clothes
- Steam-Powered Propeller Beanie, now with drill attachment! Gives +1 to Tool Modifier (for drilling tasks)
- Ornate Walking Stick - tools and parts within hidden compartments
- Knobbed Mace: +2 ATT. on hit, has 50% chance to give target -1 DEF next round
- set of dented steel fan blades, small
- light fixture
- wrapped gift waiting on his bed
Special Ability: Feat of Strength: 55% chance to fail
► Show Spoiler
Feat of Strength: Gabe is able to act beyond normal physical means, but with a 5% chance to throw his back out. An attempt is successful if he does not throw out his back, and fails if he does throw it out. Upon attempting a Feat of Strength, the chance of throwing his back out the following turn increases to 55%, and decays by 10% per turn. No penalties are assessed on a success, but if he fails an attempt, he is subject to a -2ATT/-2DEF penalty with -1d3 on any skill attempts while at or above a 45% chance, which drops to -1ATT/-1DEF with -1d3 on skills at or above a 25% chance.
Gabe's Workbench
► Show Spoiler
- drill bits
- Tripod and threshold lifter
- 10 m of frayed rope
- 30 m of new rope
- rough pulley, single
- rough compound pulley
- high quality single pulley
- Embroidered Beadwork - 25 CP, 2.5 SP in Learning, 2.5 SP in Sewing, 2.0 SP in Textiles [Hiero]
[tabs: Sam (Badge)]
ATT: 2, on hit target has 25% chance to lose additional 1HP next round
DEF:3
HP:10/11
Skills:
- Clockworks Level 3: (1d5+1d3)
- Locks Level 1: (1d5)
- Disassembly Level 4: (2d5)
- Metalworking Level 3: (1d5+1d3)
- Clanks Level 2: (1d7)
- Stoneworking Level 1: (1d5)
- Traps Level 1: (1d5)
- Learning Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
- ChildÔÇÖs Sailor Suit
- bronze buckled thick cloth belt
- Short Dagger - +1ATT, on a successful hit, target has 25% chance to lose an additional 1HP next turn
- Apron
- heavy leather left glove
- Conical Helmet: +1 DEF
- Armored Shirt Dress: +1 DEF
- large hammer
- carving chisel [currently under the door]
- stone chisel
- A Mutli-Screwdriver - 8 types/sizes
- Set of Spanners
- Glasses with Magnifying Lens
- Lockpicks
- large tongs
- tweezers
- tiny ball-peen hammer
- tiny folding knife
- wire cutters
- flint & steel
- carved bone whistle
- Lard-Cloth Torch
- ÔÇØindex cardsÔÇØ
- various pens
- various inks (stoppered)
- Special Ability:
► Show Spoiler
Size Does Matter: After spending years avoiding death in the sewers, and then avoiding being tread upon by larger colleagues, Sam has developed an uncanny knack for noticing small details that let him avoid dangerous situations. His reflexes give him a 25% chance to avoid traps/ambushes entirely, and a 50% chance to partially avoid them (this is in addition to % chance for any traps that have a % to succeed/fail).
Sam's Workbench
► Show Spoiler
- ÔÇØReineerÔÇÖs Flaming BladeÔÇØ attachment
- poisoned spike
- Clockwork Stilt components
- knife
- lockpicks
- A wood and leather ÔÇÿracketÔÇÖ
- small pair of hinged legs
- tiny pair of hinged arms
- small clockwork drive
- tiny metal torso covering
Wearable Items
- fingerless gloves
Tools/Weapons
- screwdrivers of various types
- Crude Wire Lockpicks - +30 TM
- rawhide mallet
- charcoal pencil
- woodcarving tools in a leather roll
- metal file
- tiny pliers
- wire snips
- tiny pliers
- Long pair of forceps
- A fine saw
Parts/Miscellaneous
- half a candle, in plain metal candlestick - 3+ hours left
- metal tube
- An Unmarked Bag
- Small Pouch of Assorted Clockwork Parts
- wooden box
- heavy chain
- thin brass rod
- a bronze rod
- box with assorted small gears
- small gears
- spool of copper wire
- a blown glass jar
- ball of twine
- 2 long wooden shafts
- box of tiny nails
Books/Scrolls
- Life Cycle of a Tree/Lock Diagram
[tabs: Ursula (nikohl)]
ATT: 1
DEF:1
HP:10/10
Skills:
- Disassembly Level 3: (1d5+1d3)
- Clanks Level 3: (1d5+1d3)
- Clockworks Level 3: (1d5+1d3)
- Learning Level 5: (1d7+1d5)
- Dissection Level 1: (1d5)
- Leatherworking Level 1: (1d5)
- Rodents Level 1: (1d5)
- Anatomy Level 1: (1d5)
- Textiles Level 1: (1d5)
- Ceramics Level 1: (1d5)
- Cleaning Level 1: (1d5)
- Sewing Level 1: (1d5)
- Metalworking Level 3: (1d5+1d3)
Items: (bold indicates items that are currently equipped)
- UrsulaÔÇÖs Clothes
- two heavy work gloves
- heavy dark brown leather boots
- wide leather belt
- Thin Knife: +1 ATT, 25% chance to ignore targetÔÇÖs DEF. On hit, 25% chance to break.
- shirt soiled with ink
- wooden bucket - full of
- Metallic Jaws
- Forearm support struts
- lockpicks
- Disassembly Kit - Screwdrivers, spanners, scissors, etc. Pretty much the basics to taking things apart
- Crowbar - While primarily a tool, grants +1ATT
- worthless wood
- Portable music box with discs
Special Ability: In Tune
► Show Spoiler
Special Ability: In Tune: Having worked for years in a music shop, Ursula feels most comfortable and able to focus while music is playing. While attempting a task or studying, she has a 20% chance to gain an additional 1d3 CP, but a 10% chance to get caught up in the music and lose focus on her work, reducing her skill check by 1d3.
Ursula's Workbench
► Show Spoiler
- Spider Station - Ôà ô full
- Iris the Ballerina Clank
- husks and silk from ear corn (8 ears worth)
- grappling hook, rope
- twine ball
- Handcrafted Music Box - 2 tune cylinders
- Metal Shears
- dented mug
- 2 screws
- clump of hair
- dirt and dust
- a coin stamped with the Heterodyne symbol
- Empty large wooden crate marked ÔÇÿPerishablesÔÇÖ
- Medium square crate - "Misc. ropes, etc."
- Medium crate - "Glassware - Assorted" half full of sawdust and shavings
- Large crate - "Fuel"
- Medium square crate - "Metal, tubing - assorted"
- Large crate - "Metal, sheet - assorted"
- short flat crate - "Leather"
- Large crate - "Gears"
- Medium large crate - "Fan parts"
- Very large crate - "Junk"
Wearable Items
- A Work Apron - to be worn around the waist, plenty of pockets for tools, and odds and ends
- Prison Uniform (Capris) - Embroidered with "No. 00377"
- Makeshift Backpack - It'll work for carrying things for now..
Tools/Weapons
- wood chisel
- magnifying lens
- tweezers
- charcoal pencil
- file
- large hammer
- small hammer
- small hammer head and small wooden shaft
- wire snips
- large tongs
- wire snips
- horsewhip
- tiny ball-peen hammer
- 1 Forks
- 1 Spoon
- Crude Lockpicks
- Instrument: Recorder
- flint & steel on a chain
- sewing needle
- sewing needle stuck through a piece of leather
- A spearhead attached to a charred shaft
- potters toolkit
- Crucible
- rawhide mallet
- Mirrored Lantern
Parts/Miscellaneous
- A Set of Wire Rings of Springs - assorted sizes, threaded onto circular rings
- Three stingers with venom sacs
- Small copper coin, partially melted, unknown striking
- Large Dissected Rat
- Tubes of Mysterious Green Liquid (x2)
- Pile of Guts wrapped in hide
- spool of copper wire
- a set of springs
- manacles with the key in the lock
- large wooden spool of thick black thread
- box of screws
- small tin pill case - "Dr. Skinner's Pain Pills" x 12
- "Montgomery's Famous Laxative" x 4 - loose
- Main support strut - acts like the 'bone' of the clank arm, hinged at the elbow end, broken on the other
- Various cables - most less than 0.5 m, some longer
- Assorted gears
- A few pulleys
- Assorted small screws and bolts
- light cables - manipulated the various fingers
- small metal first aid kit
- A set of 6-sided dice - formerly in a leather pouch, but it was too damaged to be of any use
- A comb
- A pendant
- Three fish hooks
- Small scrap of steel mirror
- thumb sized quartz crystal
- quartz crystal
- small glass shards
- solder - 0.35kg
- A shirt button
- a silver ring
- a snail shell (uninhabited)
- very small roll of battered tin sheet
Books/Scrolls
- Notebook and Pen - observational notes of other prisoners, diagram of clank arm structure, diagram of reassembling a clank finger - 10 CP
- Anatomy Comparisons Between Humanoids - 25 CP needed, gains 2.5 SP in Learning, 1.5 SP in Anatomy, 1.0 SP in Dissection. [G, A, Z, E]
- Stained Map - depicts the surrounding rooms
[tabs: August (Alaen)]
ATT: 3 (25% to lose 1 HP next rd) | 2 (50% to give +1 ATT)
DEF: 5 plus conditional (+ 25% chance to give +1 DEF)+ (50% chance to give + 1 DEF)
HP:9/11
Skills:
- Weaponcraft Level 2: (1d7)
- Leatherworking Level 2: (1d7)
- Learning Level 5: (1d7+1d5)
- Metalworking Level 3: (1d5+1d3)
- Woodworking Level 1: (1d5)
- Armorcraft Level 2: (1d7)
- Disassembly Level 1: (1d5)
- Anatomy Level 1: (1d5)
- Sewing Level 2: (1d7)
- Armed Combat Level 1: During armed combat, August has a 25% chance to receive an additional +1 DEF each combat round.
Items: (bold indicates items that are currently equipped)
- Prison Uniform - Embroidered with "No. 00378"
- AugustÔÇÖs Clothes
- Long Coat - with lots of pockets!
- A Small Wooden Box - contains tools and parts
- A Pocket Watch
- A Pair of Goggles - interchangeable lenses
- Paring Knife - +1 ATT, 25% chance to give additional -1 ATT
- Harness/holster - crisscross of straps, made to hold a collection of weapons and gadgets
- Scabbard
- Home-forged Saber: +2 ATT, on successful hit, has 25% chance to cause target to lose 1 HP the following round
- Steel Reinforced Leather Armor - stained, grants +3 DEF
- Studded Leather Greaves - +1 DEF
- Lard-Cloth Torch
- Reinforced Glove: 50% chance to give +1 DEF
- Woodsman's Hatchet: +1 ATT, 50% chance to give additional +1 ATT
- handful of minor local coins
- small ball of twine
- broken screwdriver
- spanner
- knife
Special Ability:
► Show Spoiler
Special Ability: Battle Ready: As long as August/Kas has +1 ATT and +1 DEF from devices he created or modified, he can opt to gain +1 ATT/-1 DEF, -1ATT/+1DEF, +2ATT/-2DEF, or -2ATT/+2DEF in the subsequent turn. Changes to ATT apply to main hand weapon only. This must be declared at the start of a round.
August's Workbench
► Show Spoiler
- Finely Crafted Wooden Chair: 5% chance to add +1 to tasks attempted by someone sitting in it.
- bent copper rod - 2m
- coil of hemp rope, 25m
- armored shirt design
- three blank pages
- small supple leather
- large roll of impure steel sheet - 30 cm wide, 18m long
- impure steel sheet scraps
- supple leather scraps
Wearable Items
- two halves of a circular wooden shield
- very nice old leather boots, worn through
Tools/Weapons
- hammer
- large hammer
- drill
- screwdriver
- small hammer
- tiny pliers
- woodcarving tools in a leather roll
- set of assorted spanners
- large tongs
- Needle in scrap of leather
- Small Saw - suitable for wood
- Awl -
- Leather Wrapped Sticky Dagger: +1 ATT, on successful hit, has 5% chance to cause target to lose 1 HP the following round
Parts/Miscellaneous
- small metal first aid kit
- metal shavings
- metal tube
- Assorted Spools of Thread
- leather straps
- whetstone wrapped in a nearly clean rag
- grappling hook, with rope
- lantern
- steel bar
- brass key
- quill pen, ink vial
- a bronze rod - 1.5m
- a very short wooden shaft (half was used in saber handle)
Books/Scrolls
- diagram of sword forms, including footwork - 15 CP needed, gains 1.5 SP in Learning, 0.7 SP in Blades, 1.2 SP in Armed Combat [August]
- Modified plans for a special weapon- gains 2.5 SP in Learning, 1.2 SP in Weaponcraft, 1.2 SP in Projectiles, 1.2 SP in Magnetism, 0.6 SP in Electrical Energy [August]
- directions for butchering a pig - 15 CP needed, gains 1.5 SP in Learning, 1.0 SP in Dissection, 1.0 SP in Anatomy, 0.5 SP in Cooking, 0.5 SP in Zoology [Ziou][Enoch][August]
- Animal Tracks of the Common Species of Europa
- The Complete History of Shoes - 26 CP
[tabs: Hieronymus (nerre)]
ATT: 2 (see PrisonerÔÇÖs Shank)
DEF:1
HP:11/11
Skills:
- Capacitors Level 1: (1d5)
- Learning Level 5: (1d7 + 1d5)
- Weaponcraft Level 1: (1d5)
- Cooking Level 3: (1d3+1d5)
- Botany Level 1: (1d5)
- Mechanical Kinetic Energy Level 1: (1d5)
- Metalworking Level 3: (1d5+1d3)
- Sewing Level 1: (1d5)
- Textiles Level 1: (1d5)
- Zoology Level 1: (1d5)
- Steamworks Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
- Prison Uniform - Embroidered with "No. 00379", no left sleeve
- Subdermal Capacitors (2 of 6 Charged) - six, located on chest, shoulders and upper arms
- Charge Catchers - antennae-like, located on forehead
- Electric Torch - located on forehead (3 turns of light remaining)
- Handy Electodes - located on each palm, seem to be connected to Subdermal Capacitors
- Suede Vest
- Knife Sheath on Leather Strap
- Heavy Leather Gloves
- leather apron
- Prisoner's Shank: +1 ATT, 75% chance to miss in melee. If target is held or restrained, strikes twice, ignoring target DEF.
- carved bone whistle - emits a piercing shriek, holes drilled in it allow for the production of 3 different notes
- crowbar
- Unshelled walnut
- magnet
- Charcoal pencil
- fur - 0.5 sq m
- glass rod - 0.6m
- charcoal
- lump of charcoal
- small roll of impure bronze sheet
- set of wall anchors (6)
Special Ability:
► Show Spoiler
Special Ability: Charge Me Up, Buttercup: When subject to electrical damage, Hieronymus may prevent 1d3 of that damage, storing charges equal to the damage prevented in his capacitors (maximum 6). Using his palm electrodes, he may release any number of stored charges into a target (via touch or a conductive weapon), dealing 1 DAM to the target for each charge released. He may instead use one charge to power the battery for his Electric Torch (once charged, torch will illuminate for a total of 6 turns). Charges may also be used to power appropriate devices or items. During his capture, his implants suffered some damage and as a result, anytime Hiero expends a charge, there is a 25% chance that it deals 1 DAM to him in addition to its other effects.
Hiero's Workbench
► Show Spoiler
- Small Static Generator - installed near stove in kitchen, slowly builds static charge
- Professor Slocum's Lemon Powered Pie Chucker
Wearable Items
- fingerless gloves
- A Backpack Bladder with Drinking Tube - full
Tools/Weapons
- pliers
- Hammer - +1ATT
- flint and steel
- wire cutters
- tiny pliers
- Small Blade - good for whittling, not for fighting.
- metal file
- metal punch
- metal tongs
- rawhide mallet
- sewing needle
- sewing needle stuck through a piece of leather
- potters toolkit
- carving chisel
- metal file
- pliers
- metal saw
- Metal Bar (2)
Parts/Miscellaneous
- set of dented steel fan blades, large
- box of small metal scraps
- ÔÇØArtÔÇØ
- twine ball
- scrap of leather
- Repaired Manacles - no key
- A Roll of Steel Wire - 0.3mm thick, 7.0m long
- Steel Wire - 0.3mm thick, .25m long
- Steel Wire - 0.3mm thick, .25m long
- spool of lead alloy wire
- small box with assorted nuts and bolts
Steam engine
- medium opaque glass container - partially full of foul smelling liquid
- wide diameter battered steel tubing, coil - 4.5 m
- narrow diameter battered steel tubing, coil - 19 m
- medium diameter battered steel tubing, 1 m
- steam plans
- small roll of high quality steel sheet
- wide diameter decent copper tubing, 2 m
- medium diameter battered bronze tubing, 1.5 m
Books/Scrolls
- plans describing how to build a siege tower - 20 CP needed, gains 2.0 SP in Learning, 1.0 SP in Woodworking, 0.5 SP in Metalworking, 0.3 SP in Weaponcraft, 0.3 SP in Armed Combat [Hiero]
- Trap-Making - 25 CP needed, gains 2.5 SP in Learning, 1.0 SP in Metalworking, 2.0 SP in Traps, 0.2 SP in Blades, 0.2 SP in Electrical Energy, 0.2 SP in Insects, 0.2 SP in Poison, 0.2 SP in Chemistry. [Z][Hiero]
- battered metal flask
[tabs: Enoch (Synch)]
ATT: 1
DEF:1
HP:10/10
Skills:
- Zoology Level 2: (1d7)
- Learning Level 4: (2d5)
- Anatomy Level 1: (1d5)
- Woodworking Level 1: (1d5)
- Botany Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
- clothes (trousers, shirt)
- white lab coat
- journal and pen (tentacle sketch)
- Sturdy Knife: +1 ATT, 10% to gain additional +1 ATT
- ÔÇ£Colonel MargraveÔÇÖs Bee BombÔÇØ
- surgical kit (scalpel, scissors, clamp, needle, thread, guaze)
- medium opaque glass container full of stinky water and leeches
Special Ability:
EnochÔÇÖs Workbench
► Show Spoiler
- collection jar containing a thumb sized black beetle and a berry
- a small pebble
- note from Ursula
- Bee Door Design
- Multi-lensed Dissection Scope
- mangled bee
- mimmoth tooth
- remnants of a burnt bee
- dead beetle
- dead fly
Wearable Items
- Prison Uniform - Embroidered with "No. 00381"
Tools/Weapons
- flint & steel on a chain
- hammer
- file
- screwdrivers of various types
- screwdriver
- tweezers
- cloth-wrapped etching set
- Metal Ruler
- small collection jar (250 mL)
- small collection jar (250 mL)
- collection net
- magnifying lens
Small collection jar containing
- Two dead bees, slightly squished, one missing a stinger
- Eight necropsied bees remains
- Two stingers
- Four venom sacs
Parts/Miscellaneous
- leather strap w/ buckle
- ÔÇ£Urn oÔÇÖ Toads: For all your pest management needs!ÔÇØ
- Small wooden crate filled with pine shavings
- cloth drawstring bag, marked No. 00381
- Globe Lantern
Books/Scrolls
- Life on the Ocean - 2.5 SP in Learning, 1.0 SP in Zoology, 1.0 SP in Knots, 1.0 SP in Sailing, 0.3 SP in Thieving
[tabs: Kew (Quarg)]
ATT: 2, 25% chance for ATT:3 instead
DEF:1
HP:10/10
Skills:
- Chemistry Level 1: (1d5)
- Metalworking Level 1: (1d5)
- Learning Level 2: (1d7)
Items: (bold indicates items that are currently equipped)
- Prison Uniform - Embroidered with "No. 00382"
- Cane made of containers
- large tongs
- tongs
- medium pine timber, fresh sawn and warped
Special Ability:
KewÔÇÖs Workbench
► Show Spoiler
- "The Crystal Alchemist Starter Pack: Fun for All Ages!" Contents: 2 flasks, 3 beakers, 2 glass stirring rods, a jeweler's loop and tools, 4 jars of fine grained powders, "Directions" booklet (10 CP needed, gains 1.0 SP in Learning, 0.3 SP in Chemistry, and 0.7SP in Crystals.) [Kew].
- Armored Shirt: +1 DEF
Wearable Items
- Kews normal clothes bloody and holey
- dark glasses
Tools/Weapons
- tinker's hammer handle
- tinker's hammer with handle and head separated
- Multitool
- Improvised Spear: +1 ATT
Parts/Miscellaneous
- cloth bag marked No. 00382
- small opaque glass container - full of caustic goo
- small roll of high quality aluminum sheet
- Assorted paperclips
- Carving Knife: +1 ATT, 25% chance to give additional +1 ATT - covered in caustic goo
- bloody rags
- set of battered steel fan blades, medium
- partially used thick candle
- small steel mirror
- short pine shaft, dried and straight
- short pine plank, dried and slightly bowed
- medium pine board, weathered and straight
Books/Scrolls
- Soap and General Hygiene - 15 CP, gains 1.5 SP Learning, 1.5 SP Chemistry, 1.5 SP Cleaning [Hiero][Kew]
- Great Weaponsmiths of the Ages & How to Identify Their Work - 30 CP, gains 3.0 SP in Learning, 2.0 SP in Weaponcraft, and 1.3 SP in Assessment [August][Hiero][Kew]
- Shields, Their History and Use - 30 CP needed, 3.0 SP in Learning, 1.0 SP in Woodworking, 1.0 SP in Leatherworking, 1.0 SP in Metalworking, 1.0 SP in Armed Combat, 1.0 SP in Armorcraft [A, U, K, E]
- Underground Ecologies - 25 CP needed, 2.5 SP in Learning, 0.5 SP in Fungi, 0.5 SP in Insects 0.5 SP in Botany, and 1.0 SP in Caves [Gabe]
[tabs: Ziou (ALB)]
ATT: 2
DEF:1
HP:10/10
Skills:
- Dissection Level 1: (1d5)
- Metalworking Level 2: (1d7)
- Learning Level 3: (1d5+1d3)
- Anatomy Level 1: (1d5)
- Ceramics Level 1: (1d5)
Items: (bold indicates items that are currently equipped)
- Prison Uniform - Embroidered with "No. 00383"
- fingerless gloves
- worn out gloves pocked with burn holes
- bone handle knife: +1 ATT
- stripped dissection/murder kit, scalpel, scissors, small pebble
- flint & steel on a chain
- short oak board, fresh sawn and slightly bowed
- Working with Clay 30 CP needed, gains 3.0 SP in Learning, 2.0 SP in Ceramics, 0.5 SP in Fire [Gabe][Ursula]
Special Ability:
► Show Spoiler
An Eye for Weakness: In his quest to "help" improve on the human form, Ziou has gained a knack for assessing the weaknesses of his subjects, as well as other creatures. In combat, Ziou may opt to spend a round searching his opponent for weakness (50% chance to succeed, on success, 25% chance to pinpoint). If a weakness has been identified, attacks made with that knowledge are treated as if the opponent had -1 DEF. If weakness is pinpointed, increase to -2 DEF.
ZiouÔÇÖs Workbench
► Show Spoiler
- "Doctor Xu's Biological Sample Jar"
- small set of bellows
- "Doctor Xu's Knockdown Gas" - 10 tablets
Wearable Items
- clothes
- strapped headgear with various magnifying lenses
- straitjacket
- leather vest with pockets
- Boots - heavy leather, iron shod sole
- Grey Tentacle
- filthy glass bowl
- a small pile of charred greasy rags
- charred, used, stained bedsheet (~4 square meters)
- tin of sulphur
- box with a chunk of chalk and a chunk of rock salt
- Flask of dark liquid marked ÔÇ£[REJECTED]ÔÇØ
- Flask of orange liquid marked ÔÇ£[Flammable, Caustic]ÔÇØ
- low quality liquid
- flask of oil
- rejected glass
Tools/Weapons
- a small box containing polishing compounds of various grits
- leather rolled needle kit, various syringes, needle and thread, scalpel
- bone handle knife: +1 ATT
- metal file
- tiny ball-peen hammer
- tweezers
- whetstone
Parts/Miscellaneous
- a couple of greasy rags
- Sketch of Energy Machine Plans
- aloe salve in a small round metal tin
- cloth bag marked No. 00383
- curved shard of broken ceramic
- tiny container of leeches = 1
- Skinned rat
- Raw rat pelt
Books/Scrolls
- Disguise Is An Art Form
- Advanced Mathematics
- Food Preservation - 20 CP needed, gains 2.0 SP in Learning, 1.2 SP in Cooking, 0.2 SP in Chemistry, 0.5 SP in Cleaning, 0.2 SP in Steamworks [H]
- Cooking for the Bachelor Hermit - 14 CP, gains 1.4 SP in Learning, 1.2 SP in Cooking, 0.8 SP in Botany, and 0.8 SP in Zoology [H]
- Talents of the Innkeeper: Mixing Drinks - 20 CP needed, gains 2.0 SP in Learning, 1.0 SP in Chemistry, 1.0 SP in Fermentation [Z]
- Farm Animals - 25 CP, 2.5 SP in Learning, 1.5 SP in Zoology, and 1.5 SP in Butchering [Hiero][E,Z]
[tabs:Charlie]
ATT: 4 (25% to lose 1 HP next rd, 5% to block melee)
DEF: 3
DR: 2/ (electrical)
DP: 22/
In addition to ATT and DEF, Charlie also has damage reduction (DR) which negates the first two damage from any attack except one electrical in nature. Any damage dealt decreases his non replenishing pool of durability points (DP). As he becomes more damaged, every 5 DP that he drops, he will randomly decrease in either ATT, DEF or DR. At 0 DP, Charlie will be non functional. DP may only be regained by being repaired.
Items: (bold indicates items that are currently equipped)
- Long spear: +3 ATT, on hit has 25% chance to lose additional 1 HP next round, 5% chance to block melee attacks
[/tabs]
Games I GM:
Games I play in:
► Show Spoiler
Kroshav Xjindraakvar, a newly confirmed (probationary) paladin of The Five in Rodgeir's
Tests and Trials
-
spiderwrangler
- Game Master
- Posts: 21091
- spiderwrangler
-
Profile
- Joined: Tue Feb 26, 2013 9:21 pm
Post
by spiderwrangler » Tue Jul 19, 2016 9:51 am
Hey all, just as a heads up, I'll be out of town the 21-27th, I'll try to keep up a decent pace while I'm gone, but my ability to update battlemaps may be limited. I'll try to describe clearly, but if there is any confusion, make sure to ask!
Games I GM:
Games I play in:
► Show Spoiler
Kroshav Xjindraakvar, a newly confirmed (probationary) paladin of The Five in Rodgeir's
Tests and Trials
-
Synch
- Game Master
- Posts: 4767
- Location: New Zealand
- Synch
-
Profile
- Joined: Sun Mar 02, 2014 8:42 pm
- Location: New Zealand
Post
by Synch » Tue Jul 19, 2016 9:05 pm
Don't you dare grab any good wood Burns, I need it for my beehive. Grab all the shitty junk wood.